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  #1  
Old October 12th, 2006, 06:54 PM
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Default Re: SE:V, what\'s not working? Bugs too.

Kwok, are there patch notes beyond version 1.05 yet? Several of the issues mentioned here were already addressed in that thread, hopefully it will continue, possibly even get stickied.
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Old October 12th, 2006, 07:31 PM
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Default Re: SE:V, what\'s not working? Bugs too.

Well, I'm also unable to complete any strategic combat without an access violation and dump to desktop.

WIN XP SP2
Pentium D CPU 2.8 GHZ
1 G RAM
Radeon X300 128 Meg
Over 200 gig of HD space

Anything else I can provide. This is pretty much a show stopper for me.
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Old October 12th, 2006, 08:11 PM

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Default Re: SE:V, what\'s not working? Bugs too.

Can you complete tactical combat on auto-resolve? I.e. just leave the ships alone and let them fight it out with the automove and autotarget.
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Old October 12th, 2006, 08:26 PM
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Default Re: SE:V, what\'s not working? Bugs too.

And how do I autoresolve in tactical? It is not readily apparent. I've moused over every menu and don't see it.
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Old October 12th, 2006, 08:26 PM
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Default Re: SE:V, what\'s not working? Bugs too.

That's the default unless you give orders.

You can always select a ship, turn on auto, and press "set all like this", too.
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Old October 12th, 2006, 08:37 PM
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Default Re: SE:V, what\'s not working? Bugs too.

OK, cool, tried that and it worked. Not to wish anyone ill but I'm hoping enough people are seeing this that a fix may come about? Thanks for the help!
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Old October 12th, 2006, 08:39 PM

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Default Re: SE:V, what\'s not working? Bugs too.

That's a really strange bug, then. I was thinking it'd crash somewhere in tactical combat, and where it crashed would help. Oh well.
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Old October 12th, 2006, 09:13 PM

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Default Re: SE:V, what\'s not working? Bugs too.

As of release version 1.0, TCP/IP multiplayer is 100% broken. List of bugs I've encountered:

1. If the host spawns the galaxy map beforehand in the setup screen, the game breaks.

2. If the host loads his empire beforehand in the setup screen, the game breaks.

3. The remote player does not receive the first turn, and the host must play it for him or it gets played by the AI.

4. All of the remote player's turns are discarded and played by AI instead (meaning that, as it stands, there is no TCP/IP multiplayer in SE5).

5. Starting research values other than 'none' are ignored. The specified techs are not given.

#4 is obviously the biggie, but the others are also significant. Right now, there is no such thing as SEV TCP/IP multiplayer, only the illusion of such. I sincerely hope these bugs do not apply to PBW, or there will be a lot of unhappy people soon.
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